125 Commits
Author SHA1 Message Date
Timothy TeakettleandGitHub 56475d6021 fix a handful of bad references to player_levels (#7559)
## About The Pull Request
<img width="391" height="54" alt="image"
src="https://github.com/user-attachments/assets/109044e2-a68c-4353-988e-e1747156387b"
/>

also a few events are fixed

## Why It's Good For The Game
fixes stuff

## Changelog
🆑
fix: fix a handful of bad references to player_levels
/🆑
2026-03-28 15:21:22 -04:00
935126228a [IDB IGNORE] [MDB IGNORE] entirely rewrites mirrors and throws out old resleeving backend (#7446)
Co-authored-by: silicons <silicons@silicons.dev>
2026-02-24 09:41:30 +01:00
Letter NandGitHub cb37c3ba0a implement INTERACT_ATOM_* (#7465)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->

🆑
code: properly implement `INTERACT_ATOM_*`
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2026-01-14 00:06:48 -05:00
siliconsandGitHub 50fcf32571 comment pixel offset stuff a bit more, removes unnecessary get standard offsets (#7475)
:)
2026-01-12 18:05:37 +00:00
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
SpartanKadenceandGitHub 683be28afb Mech Strafe Fix (Marauder) (#7368)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
This adds a few lines of code that fixes the strafe mechanic for the
Marauder/Mauler/Seraph.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

It gives it the ability to do what all other mechs can do.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->

🆑 Kade

fix: fixed the Marauder series of mechs not having their strafe work.

/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-10-22 10:22:33 -07:00
77969e8214 Big Mech Time/Quasimodo Addition (WIP) (#7334)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
This prepares the grounds for 3x3 mechs to be added into the game,
starting off with the first trial of the Quasimodo. The Quasimodo is
designed to carry a single large, anti tank weapon, with minimal room
for other equipment or weapons. The idea is to make it large and tanky,
but at the cost of it not being able to be repaired unless attached to a
mech platform to hold it(To be Added). The weapons planned to be
attached to it is an explosive, Anti Tank/Anti Building Cannon, with
more like it along the way.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I'll be honest, this was mainly for fun. I remember that people have
been wanting larger mechs for a while, so I wanted to try my hand at it.
At the very least, if my mech doesn't get approved for crew creation,
it'll still lay the grounds for other coders to create larger mechs for
events/crew usage.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

- ✓ Adds the Quasimodo!

- ✓ Adds the HAG-30(AC-20) 

- ✓ Adds a new mech weapon class! (Heavy Arms)

- (WIP) Adds the mech platform to create and repair the new 3x3 mechs
with!

- ? Doesn't send the server into hell over the balance of 3x3 mechs!
(Optional)



https://github.com/user-attachments/assets/2a811bc3-0076-4561-ab22-1049bff95d61



https://github.com/user-attachments/assets/8872563e-6ed3-43e7-924f-e6b902556171



https://github.com/user-attachments/assets/9f6513c5-cc56-4249-8a16-284fbf2442c7


<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Please note that
maintainers freely reserve the right to remove and add tags should they
deem it appropriate. You can attempt to finagle the system all you want,
but it's best to shoot for clear communication right off the bat. -->

🆑 Kade
add: Adds the new 3x3 mech class and the Quasimodo to go along with it.
Also includes a weapon class (Heavy) to be used along side the 3x3
mechs.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-10-16 13:56:45 -07:00
SpartanKadenceandGitHub 922065d3bb The Recycling Pad (#7351) 2025-10-16 18:55:55 +02:00
SorrowfulwindsandGitHub 71652c459b Add "[Accepts Upgrades]" to all machines that take upgrade parts. (#7345) 2025-10-16 18:55:31 +02:00
siliconsandGitHub 0642cbf2a4 fixes arc projectiles and some other oversights (#7343) 2025-10-14 19:19:44 +02:00
siliconsandGitHub f76aeb8f33 refactors admin narrate (#7319) 2025-10-08 23:51:38 +02:00
10d2505338 TGUI update (from letterN branch) (#7244)
Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-10-04 10:45:41 +02:00
siliconsandGitHub fe03780a88 fixes mech control consoles lagging the server (#7294)
but why
2025-09-15 09:06:03 +02:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
d9cf405293 lathe pr 2025 (#7200)
lathe pr 2025

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-08-21 04:28:48 -04:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
279949242c Riding touchup (offset fixed) (#7120)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Gives people the option to be directed by someone buckled to them.
Offset gets handled nicer now, resize affects the riding offset, taurs
actually have their center set to it, and not their tail end if 200%, or
infront of them if 25% size.
The code to saddle up actual horses, shanks, and stormdrifter bulls is
fixed, too, as it didn't switch the riding handler, which didn't get
deleted, and such not switching to the controllable part.
A few typos got fixed, stumbled by typoing my own search for the 3 mobs
for their var.
Small rendering tweak to potentially draw bags ontop of tails (required
for saddlebags.)
Saddlebags now include the saddle option, and such makes it easier for
one to hold onto

## Why It's Good For The Game

People do look more like they are carried by the person they are buckled
to. The new option could allow some RP options, synth having a
controller or being just directed by holding some part of the body, or
maybe way to put the jousting compontent to use? The bucking gives an
option to remove someone riding one, as one otherwise has no control
over it. The saddlebag also even works as a saddle now, although that
can be removed if the freeded up hand is deemed too strong.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: taurs actually get their center calculated correctly, noticeable if
buckled sideways.
tweak: offsets get resized for riding.
fix: horse, shank, stomrdrifter bull saddeling
fix: taur bags actually get drawn over the taur body
add: ability to buck someone off your back
tweak: no riding hand needed if the taur is wearing a saddle.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: MarsMond <no@email>
2025-05-08 20:57:13 -07:00
ShadowandGitHub 227d9882d7 Fixes combat mech melee (#7128) 2025-04-30 17:05:01 +02:00
siliconsandGitHub a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00
Timothy TeakettleandGitHub 55d3ff7e40 change micro mech size requirement to <= 50% instead of <50% (#7114)
## About The Pull Request
i play a character that has scale 50% and is thereby the size of one
tile
they can't fit in the micro mech and being below 50% can just obliterate
you appearance-wise

## Why It's Good For The Game
let the small creatures drive the small robots

## Changelog

🆑
tweak: change micro mech size requirement to <= 50% instead of <50%
/🆑
2025-04-26 23:34:28 -06:00
siliconsandGitHub 1fb3828254 ballistic refactor (#7019)
yeah turns out gun refactor wasn't done

- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
2025-03-11 21:40:32 +01:00
siliconsandGitHub ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +01:00
siliconsandGitHub 08c895db65 mech part repath (#7009)
Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.

`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment

This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.

Also:

- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
2025-02-25 11:36:22 -07:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
Dimasw99andGitHub 58fdfbb1b1 Mech sleeper update (#6992) 2025-02-12 21:48:22 +01:00
siliconsandGitHub aed3013410 bugfix / tweaks (#6959) 2025-01-10 17:34:32 +01:00
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +01:00
siliconsandGitHub c1737d4e0f adds a verb to invert yourself 180 degrees horizontally. also, refactors update transform. (#6909)
look, mom! components can hook transform updates now. surely this will be used responsibly and i won't have to revisit this in the future. 

when do we get structs so we can go full ECS pattern with appearance updates? having this fragmented across multiple procs is kinda annoying!
2024-12-12 19:26:17 +01:00
siliconsandGitHub 0ac2231b3c flooring rework (#6883) 2024-11-29 21:08:09 +01:00
siliconsandGitHub 483d595d3e mass turf repath (#6865)
enough is enough with these damn planet subtypes

also drops unused 140x140's
2024-11-25 22:43:28 -07:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 6ace2afd6a repository subsystem touchups & moves materials/designs over (#6832) 2024-11-05 15:22:44 +01:00
Letter NandGitHub d0f62d5273 radio cleanup 1 (#6835)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
converts global vars to regular defines
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-11-03 10:04:49 -08:00
siliconsandGitHub a13176a1c2 reagents: reactions (#6816) 2024-10-31 19:35:20 +01:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub 16c07e9e61 Projectiles reorganization and cleanup, impact effects, subtle EMP tweaks (#6741)
No gameplay changes except for EMP rebalancing.

Emps are now deterministic
Ion rifles now always hit for strength 2 instead of a probability tree
of strengths
EMP damage slightly lessened as this makes a lot of things guaranteed to
hit with strength 2 instead of 3
2024-09-13 10:09:49 -06:00
siliconsandGitHub e3b936fbbc Damtype regex (#6742)
Atomized codebase reorganization
2024-09-10 23:16:50 -06:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub faa9eabcc6 regexes damage to damage_force on projectiles (#6734)
for clarity and standardization purposes; it's this way on /item
2024-09-07 19:26:28 -06:00
siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
GySgtMurphyandGitHub 6dbb18ede6 Adds Gauss Rifle and AC10 to the Exosuit fab (#6716)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds more ballistic options to the Exosuit fabricator, and a new
projectile that should be pretty powerful, but not too OP like the AMR
round.

## Why It's Good For The Game

Gives more options to the ballistic side of things for weapons on
exosuits. Not everything has to be a laser.

## Changelog

🆑
add: Added Gauss Rifle, AC10 and bullet for the Gauss to the code

/🆑
2024-09-06 11:54:15 -04:00
NiezanandGitHub 710a7cc871 lets mechs open blast doors (#6729)
## About The Pull Request

it lets mechs interact with blast door buttons

## Why It's Good For The Game

they can already interact with airlocks and stuff. its kind of stupid
you have to eject like four times and get back in four times to get a
mech out properly.

🥺 

## Changelog

🆑
qol: mechs can now operate blast door controls
/🆑
2024-09-03 19:52:14 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 42806d707d preliminary turret upgrade (#6668) 2024-08-20 20:04:31 +02:00
siliconsandGitHub 11ae124405 some quick fixes (#6661)
check commits they're readable this time
2024-08-15 02:09:24 -06:00
siliconsandGitHub 8e2d711462 Removes teleporter (including portal and harpoon) failure and recursive power usage (#6639) 2024-08-03 17:31:14 +02:00
siliconsandGitHub e06be8f3b1 mech hydraulic clamps & others now work on fighters on all adjacent tiles (#6629) 2024-07-31 10:11:22 -04:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00